using System;
using System.Collections.Generic;
using ns26;
using ns27;

namespace Triton.Game.Mapping
{
	[Attribute38("ConsecrationEffect")]
	public class ConsecrationEffect : MonoBehaviour
	{
		public float m_StartDelayMin => method_2<float>("m_StartDelayMin");

		public float m_StartDelayMax => method_2<float>("m_StartDelayMax");

		public float m_LiftTime => method_2<float>("m_LiftTime");

		public float m_LiftHeightMin => method_2<float>("m_LiftHeightMin");

		public float m_LiftHeightMax => method_2<float>("m_LiftHeightMax");

		public float m_LiftRotMin => method_2<float>("m_LiftRotMin");

		public float m_LiftRotMax => method_2<float>("m_LiftRotMax");

		public float m_HoverTime => method_2<float>("m_HoverTime");

		public float m_SlamTime => method_2<float>("m_SlamTime");

		public float m_Bounceness => method_2<float>("m_Bounceness");

		public GameObject m_StartImpact => method_3<GameObject>("m_StartImpact");

		public GameObject m_EndImpact => method_3<GameObject>("m_EndImpact");

		public float m_TotalTime => method_2<float>("m_TotalTime");

		public SuperSpell m_SuperSpell => method_3<SuperSpell>("m_SuperSpell");

		public List<GameObject> m_ImpactObjects => method_3<Class271<GameObject>>("m_ImpactObjects")?.method_25();

		public ConsecrationEffect(IntPtr address, string className)
			: base(address, className)
		{
		}

		public ConsecrationEffect(IntPtr address)
			: this(address, "ConsecrationEffect")
		{
		}

		public void Awake()
		{
			method_8("Awake");
		}

		public void Start()
		{
			method_8("Start");
		}

		public void OnDestroy()
		{
			method_8("OnDestroy");
		}

		public void StartAnimation()
		{
			method_8("StartAnimation");
		}

		public void Finished()
		{
			method_8("Finished");
		}
	}
}
